Is armor (With no offensive bonuses) even useful?

This game doesn't really make it clear what significance defense and status resist has.
I always die in 3-4 hits regardless, or take 10ish seconds of status, and vitapod pickups seem to have a bigger influence than armor.
I mean I can do Vanaduke in Proto, I just have no health barrier to survive burning or more than 2 hits, it seems to come down to health bulk.
In the end I just went with the Choas set, and I love it. Maximum charge rate and Maximum damage, it really helps as a predominant gunner.
I only find myself dying with it in situations where I'd have died anyways.
So what's the point? Really? Minor min/maxing in PvP? Die in 1 less hit than your enemy?
I'd love it if armors had variable 'overshields' that comply with their specific defense focus, so a normal/shadow armor would visibly absorb the amount of shadow damage that it shows itself to be overlaying on your remaining health bars. It would just be so much more clear and satisfying to see it working in a way that's not so full of mystery and superstition.

Status resistances can be incredibly useful. Perfectly resisting (i.e. if it's a pure elemental having tons of elemental defense) whatever you're taking damage against is nice as well, but far less necessary. The winning combination is really status resistance + offensive boosts.

I'm nearly done writing a detailed armor guide. It basically agrees with the other posters here. The high priorities are offensive abilities and shock, fire, and freeze resistance.

It's definitely noticeable when wearing things like Ancient Plate and being able to just shrug off Wheel Launcher hits (which do like 3 hearts damage each at that point) but no, generally the most optimal way to kit is with offensive bonuses rather than defenses. The exception of course being status, status resists are awesome because there's not much more annoying than having status inflicted on you every single hit.

I get that the offensive armors are useful, thus why I'm using chaos, but what about stuff like Ancient Plate? That actually weakens you, and only has normal defense, what's the point? :/ Are defensive armors just there for people who can't git gud?
I don't know, it just feels like they should give a real purpose for defensive armors, but this is really a game about damage avoidance.
Also not sure how status resist works at all, all I know is that a shield with full fire resist can just lolwut off a slag firebreath thing.

Status resist tends to heavily reduce the chance you receive the status, (sometimes even removing the possibility of getting the status at all: a fairly mediocre fire resistance can stop you from being set alight from slag claw attacks) reduce the duration of the status when you do get it, and in some cases, reduce the damage dealt to you per tick of the status.
It's definitely worth having even a small amount of status resist when going into status-themed levels.
There have been heaps of suggestions on the suggestions subforum regarding buffing defensive armors, and the majority of them have been excellent.
BTW Ancient Plate slows you down, not weakens you. And I was just using it as an example of when extremely high levels of defense can be useful. The defense is definitely noticeable at higher numbers, but getting it up that high is the tricky bit and usually requires the usage of trinkets and/or UVs.

Yea. Our armor/defense system is basically just non-functional.
First, the defense system has relatively questionable and ill explained mechanics- rather than taking a percentage per hit and absorbing it, the game subtracts out a linear amount of damage that it has prevented. This means that the damage resisted is largely dependent on the number of hits you take, and since that number is typically kept fairly small it's easy for it to become obscure. If the knight dies in 3 hits anyway, why does it matter?
In normal and (I think?) advanced modes as well as lockdown, you have a base defense that's invisible to you, such that any defense lower than some amount is handed to you for free. So if you wear say, half one armor half the other, you get zero benefits in these areas as the game hands you defense until you get to a threshold anyway.
Things like sonic mode then reinforce the above. If you're not explicitly low on health, sonic mode will save you by keeping you at 1 HP whenever you encounter a fatal blow. In the end this works to grant armors that don't protect you considerable defensive prowess. It's why even proto-gear works in T3.
Status resistances aren't much better either- being lit on fire or shocked is a huge detriment. Fire cancels your sonic mode and chips away at your health and breaks your ability to charge while shock makes you very likely to get hit and locked into taking damage repeatedly-- the upside to these statuses being that their resistances scale well. Poison however isn't nearly as bad as either of these- it prevents you from healing and makes your damage a bit worse, but it wears off quickly and does zero damage. It's unpleasant, but not nearly as much as fire/shock and you should almost never be worrying about resisting it. Being frozen is a huge detriment, but also one that's almost unavoidable-- even with tons of freeze resistance, you're more likely to get hit before the timer wears off. The only upside to freeze resistance (and why you should vaguely aim for it on harder areas) is that it prevents you from getting frozen in the first place at times. Curse is by far the most broken however. It's better to resist curse using weapon slots than it is curse resistance, and even then relatively unnecessary on levels that aren't ultimate firestorm citadel.
The armor system itself also makes no sense.
The bulk of armors in the game right now are completely irrelevant to how players play the game today and generally poorly suited for much of anything. The problem is that they don't give the correct buffs and the developers seemed to have not realized just how central offense+utility stats like charge time reduction and attack speed increased are to the game.
Take the typical driver strategy for example- you want to be all over the place, spamming charge shots in and to do that effectively, you need charge time reduction on your guns. The normal hits are good, but they aren't going to be your money maker when it comes to taking stuff down. They require you to stand closer, play more aggressively and won't be doing as much damage in general.
Armors that grant you charge time reduction as a gunner:
1. Padded lines at 5*
2. Mask of Seerus
3. Chaos at 5*
----
4. high tier Trinkets
5. high tier sprite perks
6. Unique Variants that require a considerable # of crowns
Which is to say that you can not, will not, without buying the T2 operation crimson hammer, be able to get handgun charge time reduction to pull off that strategy. Here's a list of handgun lines that are going to be significantly worse prior to reaching 5* and getting that padded, Seerus, UVs, trinkets, whatever up:
Autoguns
Drivers
Magnus/Tundrus
Catalyzers (hardly counts)
Tortofists (really really hardly counts)
This is something that really limits your options and completely changes the way the game is played in T2 VS T3. If you do plan ahead and try for the best possible gunner loadout you're going to be limited up until the moment you reach 5* and get everything heated.
The same is true for sword and bomb users, but with even more limited "options", most of which being traps. Swords really need charge time reduction because it's what makes them tick and for bombs it's literally the only path. Without charge time reductions, you're really stuck with just your sword's normal hits, which are strong but not nearly as strong as that beautiful brandish or divine avenger charge, sweeping everything into oblivion. Bombs are the same way, but without the ability to do anything but charge, and nicer charges.
The armor that we do have, the ones that I said were bad are all things like damage vs slime: med and attack speed increase: low. The defensive boosts that those off armors give are nice and all, but without having some strategy or play style to go along with it, meaningless. You can't just go out and have your strategy be to have a bunch of defense and deal next to no damage, because even if that worked, you'd be leaving your more offensively focused team members vulnerable while you struggle to be useful, launching half as many attacks after walking at half the speed. On top of all that, you've got black kat that have good resistance AND the best offense AND the best utility.
This, is why the only truly worthwhile armors are limited to a handful of class armors and glass cannon sets.

If you play and don't get hit, good on you. Go glass cannon armors.
If you play and do get hit, consider lightening the blow with some defense.
Personally I run solo a lot thus offense doesn't mean as much to me as it might others. In the end, if you're using weapons with a fair amount of damage anyways, it's only a few extra hits on common enemies.
I just know my own playstyle well enough to know what defenses to bring. Dodge piercing attacks, shield elemental ones, and probably get hit by shadow ones. Hence with a large stack of shadow defense and status resistances and an elemental shield, I'm set for any situation with a varied weapon set.
Bottom line is defense is status resistance unless you're looking for specific defense and stacking up on it (ancient plate), otherwise offense is better if you don't get hit or use your shield wisely.

What? Armor is useless? Before a hit and after.
As you can see, I go for high armor despite playing Elite T3. It helps me dish out more damage because I know that the penalty of getting hit isn't so high.

Wait, how does that prove anything?
I'd like to see some examples of how much defense really helps protect you.
All I know is "It does" but by what? I'm not gonna spend the effort on getting a new set if all it does is let me survive one more hit at the cost of those glorious medium damage/CTR bonuses.
Man, I really wish armors had a special function or ability, something fun and unique... like a pet ability, but for armors :P

There have been many threads about this over the years. They tend to appear in the Wiki Editors forum, because that is where the nerds of Spiral Knights congregate. Here are some examples, although it's hard to get a simple answer to the question.
http://forums.spiralknights.com/en/node/71603
http://forums.spiralknights.com/en/node/77945
http://forums.spiralknights.com/en/node/79503
http://forums.spiralknights.com/en/node/94227
My sense, from reading these threads over multiple years and then vaguely remembering, is that damage defense does surprisingly little. (And heat and damage UVs only slightly improve "surprisingly little", and thus are not worth thinking about.) That's why my armor guide prioritizes status resistances and offensive bonuses, like everybody else.

Those topics and what you mention about the priority on offensive armors is why I made made this post.
There's no use for most of the tanky armors in the game, they do nothing fun or unique or useful.
Look at the Ancient set, what does that do? Would that be in any way useful to me as a lagging, terrible pinged, not really good player?

No. That's why the armor guide that I linked in post #3 does not recommend it.

Since you're more familiar with the subject, what do you think they should do with all those armors, what do you suppose would be the best change for them to make to this part of the game to make them actually worthwhile?
I've thought about a few ideas, but I just don't know how much they care, or how much work it would be.

This has been discussed many times, because it's been a "problem" for multiple years. My short answer is: Three Rings needs to change the way that damage is calculated, so that protective armor actually protects.
For example, when you take damage in Chaos, you should really feel it. (The way things are currently set up, Chaos actually has pretty decent damage protection. Only its status resistances are terrible.)
This kind of rebalancing is not easy to do, especially because the balance needs to work for PvE and PvP simultaneously.

@Autofire
I'd go find numbers to disprove this notion of defense doing something useful, but I think it's funny that you're out there believing in it so I'm not.

Ugh, can't they balance weapons differently for PvP and PvE?
I hate to see one side or the other lose out because they're trying to make it fair for both.
It would be so much easier to balance if the things were treated completely differently, having two sets of stats and even mechanics.

There is an arsenal subforum for discussion of weapons, armor, and battle strategy for this game.
To move this thread to that subforum, click edit in the top left and change the category to "arsenal". It is also generally not a good idea to leave a shadow copy [thread visible on both subforums].
Also as one who has looked into the data [I'm the author of Bopp's 4'th linked thread], damage calculation is a very complex thing to deal with. One other thing that people havent focused on in this thread yet is the influence of health trinkets on armor. Without a vitapod, the best health trinkets double the damage you can take. This could easily be viewed as a pay to win aspect, but it is well within availability of F2P players [comes close to completing one clockwork depth a day for the 30-day period].

I do not play much anymore, but I can safely say that almost all my armors that are used have some kind of buff on them. CTR, ASI, damage, or MSI. I have a few specialty armors for Shadow Lairs or Danger Missions, but those are because protection from the the particularly nasty status combination for those areas outweighs the use of increased offensive stats.
I have a lot of armors... most of them are purely for cosmetic use. Hell, I have an Arcane Salamader set sitting in my inventory that was made 100% for costume because I had the cash and time to run a Lair to make it. Why would I use it over the armors that give a buff of some kind or offer some other useful combination? It has Normal/Elemental defense, standard Fire resist for a 5*, and Slime/Beast low... while Slimes and Beasts deal Piercing making it an incredibly poor choice if you actually wanted those bonuses instead of a generic damage bonus for some ungodly reason. I like the design of it (although I rarely use it) but for what should be a top tier armor due to it being from a Shadow Lair it is exceedingly sub-par.
I have a Shadow Max Dread Skelly set in my inventory as well, and it doesn't see much use either because the damage received while in it from appropriate sources vs the damage I receive in Chaos set from the same sources is not big enough to actually make it more useful unless for some reason I REALLLLLY need the Freeze resist as well.
Also when you take into account that the game emphasizes not getting hit over defense it almost feels like they're aiming for you to go for armors with buffs. You can't get hit if everything is dead.
~Gwen

^There's a name I haven't seen in a long time. I still have gremlin med on my umbra driver.

Haha, yep, I am still around. And I still play, albeit rarely. Even made one of the new guns, Winters Grave. Didn't bother with any of the new armors for above said reasons. I do not see a reason to post usually anymore, as very little new actually comes up.
~Gwen

Compound 42 is a great example of a map which heavily punishes Chaos / BKC use due to dual statuses - more maps which have multi status themes will greatly improve the value of defensive sets. Unfortunately, most maps feature just 1 status which don't make BKC / Chaos have that big of a drawback.

We see a lot of "stun + other status", but neither the BKC or chaos set has negative stun resistance, so it's easier to look past it. If they were both weak to stun, we'd see them struggling in more places.

Didn't they used to be weak to Stun? I'm pretty sure they all did...

I do play for defense, because my playstyle tends to be rather careful (if boring for some). So even if defensive armors are nigh useless, they do make me feel good at least. =D
I do agree that SOME armors are way too specialized for their own good. For example, Silvermail armor line. Shadow/Piercing, poison/curse, Undead High. It's very useful in exactly ONE scenario: Concrete Jungle, where you encounter poisonous slimes and zombies. That, and semi-useful at Graveyards (where you can get inflicted with curse). Both levels are pretty rare to boot.
In general, curse and stun status are so situational they are generally not worth defending against. Usual sources of stun are Lumbers, Gremlin Demos' charged attack, Gremlin Thwackers' throw, and regular Greavers. Only with the latter it's somewhat hard to avoid and thus needs resisting. Same with Curse, you only get it if you use Faust charge a lot, with mobs being either extremely rare or event-only.
Regarding Padded Armor and it's alchemy, um, tree... It's a decent way to plug holes in your loadout (for example, something to wear on shock slimes levels), but it can't be your main armor anyway. Just too much work to cover even the most basic scenarios.

I find that having defence is much better than not having defence, as in using Skolver vs piercing rather than Vog. Using Jelly rather than Skolver has a much lower gain, however.
You can use the numbers to judge for yourself, however.
2x class normal + 2x base normal is same as Snarbolax. 2x base normal + 2x special shadow is skelly. The difference is very slight, as you can see.

You need permission to view that link Panda.
~Gwen

Oh, I miss the days back when I had to bother Zeddy about every other document he shared that he forgot to make public.

@Zeddy
"I find that having defence is much better than not having defence, as in using Skolver vs piercing rather than Vog."
This is true for elite mode. On normal mode, you get some free armor even if you happen to match incorrectly [as you've seen in your LD testing].

Ooh, that's interesting! I never knew! Is it equivalent to the amount LD gives you as well?

I havent done enough testing on it yet, so I'm still at the point of "it exists". Check out this post. Also, it is likely that monster armor is always above the threshold which would explain why they never get boosted armor on easier difficulties.
I find it very likely that it would be identical to LD's values... for at least one difficulty [normal or advanced or both].
As to stay on topic for this thread... Refer to Zeddy's PSA for why just about all armor is worthless for defensive properties on normal difficulty. [Realized it wasn't linked by Bopp above.]

If you wanna find out about if it matches LD specifically, then you'll have to look at D25, as you may or may not know. IIRC T2 LD has a base defence of 42, but I'm not 100% sure on it and I can't quite remember which depth it's on. Was it perhaps 15?
Yes, armor can provide you with some good offensive bonuses like damage increase, attack speed increase, charge time reduction and even movement speed increase, they can greatly enhance your knight, wich is what most people that know what they're doing look for in armors.